|Platinum the Trinity|
Combo Rate: 70%
Jump Startup: 4
Backdash Time: 22
Backdash Invincibility: 1-7
A young girl with three personalities. One is Luna, a brash girl with a tendency to being rude (particularly towards Ragna). Another is Sena, a timid, kind boy who often tries to pick up after Luna's attitude. Lastly is Trinity, one of the six heroes who's soul is sealed in her Nox Nyctores, and can only surface very briefly at a time. Platinum's gameplay is mostly rushdown oriented, but is also very dependent on what item she has of the moment via her Random Number Generator (RNG) based Drive.
Drive: Magical Symphony
Magical Symphony is the aforementioned RNG based Drive which allows Platinum to "equip" an item to use in battle. When the battle starts, Platinum will have an item listed as NEXT. This item has been generated randomly at the start of the match. 5D or j.D will equip this item, and will assign another item randomly as NEXT. Each item has a number of uses, or "tokens"; once the token counter has been used up, the item will vanish, and pressing either 5D or j.D again will equip the item listed as NEXT again. There is no way for Platinum to choose what item she would like to obtain (outside of Unlimited), but her 214D while equipped will throw her current item away with various different properties dependent on the item itself, and will be explained in detail later. Platinum has a Distortion Drive called "Miracle Jeanne" which immediately throws away her current item for an upgraded version of the item listed as NEXT.
Overdrive: Magical HeartCatch
Plat's overdrive gives her infinite of whatever item she currently holds. Whenever using an item in OD, the stock counter does not decrease. Since 214D with bombs or missiles would normally take a stock as each item is released instead of ridding the token counter all at once (as with melee items), spamming infinitely until OD is over becomes a reality. A common use of Plat's OD is do activate with super bombs on as oki, and 214D them until OD is over. Other uses are possible, such as in combos.
|Health||100 - 90%||89 - 80%||79 - 70%||69 - 60%||59 - 50%||49 - 40%||39 - 30%||29 - 20%||19 - 10%||9 - 0%|
- Good mobility, long airdash duration
- Strong mixup tools
- Great variation in Drive tools
- Swallow Moon
- Extremely situational gameplay due to RNG Drive, may be difficult to adjust
- Lacks strong defensive tools
- Below average damage output (may change as more about the character is discovered)
- Japanese Name: プラチナ
- Japanese Wiki: http://wikiwiki.jp/bb_platinum/
- Japanese BBS: http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1378604510/
- Arcade Profile Dan Rankings: http://sp.bbcp.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&charactor=pt&pref=0
- Character Video Thread: http://www.dustloop.com/forums/showthread.php?16552-CP-Platinum-The-Trinity-Video-Thread-MK-2
Standard 5A, hits all characters on crouch. Some characters, like Litchi or Tao, can go under it with their 2A. Also whiffs on some crouching hurtboxes. It's a lot harder to ad-lib this normal into combos/hitconfirms with the P2 nerf, so use caution when throwing it out there.
If 5A is IB'd, it can be reversal'd if you gattling into anything other than 5A or 2A, so be careful.
Plat's 5B is a very situational normal. It has the longest reach of her ground normals (just barely beating 3C, since 5B moves you forward), though it's a frame slower than 5C. There's also a hurtbox on the staff up to where the heart starts, so you'll have to be careful of other normals beating it out. In pressure you'll only want to use it after 5A or 2B (usually 2B), and perhaps if you think they will attempt to chicken-block. Never use directly after 2A, though it combos on crouching there's usually always a better variant. 2A > 5A > 5B (or 2A > 2B > 5B) is a useable example if you wish to chain them. As I mentioned earlier, beware of the gap between 5A > 5B on IB. 5A > 2B > 5B is a much safer blockstring.
That being said, it's still a decent zoning tool. If the range is stretched to the absolute max, it doesn't combo into any move. Closest to would be 3C, as that has the farthest range next to 5B. This is usually what you want to gattling into on hit near max range, since everything else will whiff.
Excellent normal. Very fast, jump cancellable, and can reverse gattling into 6B or 6A. Because if its speed, you'll normally want to punish your opponents mistake with it, but like any normal, make proper judgement when throwing it out. Although it's -6 on block, the ability to jump cancel on block negates most disadvantage this move would have. Only standing normal that combos directly into Mami aside from 2C.
5C CH makes hitconfirming easier, as you have enough time to recover and hit with 5A > stuff to continue the combo, but that's about it.
Go-to low jab. Can be used up to 3 times in a string. Also reverse gattling-able with 5A for safety and mixup. Mentioned above, but does not combo into 5B although it can chain into it. Not the best combo starter due to its poor proration values and starter rating. It's -1 on block, so be careful with it.
One of Plat's two staple anti-airs. It's slow and has huge recovery, but it's head invuln from frame 9-22. Decent starter, hits on both sides. It's bad on block, but you can cancel it into 5D (depending on the item you have, 5D Item GET is unsafe) or Mystique Momo to make it safe. You can also late-cancel it into Mami if you're feeling gutsy (and have meter for a rapid if the attempt fails) for mind-games. If you have no other safe options, you can try a risky Air Persia or Dream Sally and hope they don't punish you, or hope you confuse them. Just make sure you do something if they block, and never whiff it. You'll die.
The other of Platinum's two staple anti-airs. Pretty much the opposite of 2C, faster startup and less recovery, but not short enough to just throw it out for free. Only hits on one side, so be wary of their position when you use it.
Plat's ground overhead. Nerfed pretty hard in CP, -6 on block point blank range (from +1). Better in combos due to the addition of wallbound on airhit, but SMP was also added to prevent loops. Due to this, starting with 6B overhead makes you unable to use again for combo purposes. Spaced properly it can still be plus on block (still has 12 active frames) but it will also be much slower. Much more difficult to use now.
Plat springs her staff forward and propels her into the air in doing so. Low invuln from frame 3, fatal counters. SMP readded, except much stronger than it was in CS2 due to the combo timer change. You'll only be using this once in a combo from now on.
On whiff, 6C can cancel into j.B, j.C, or j.2C, similar to how Ragna can cancel his 6D into j.D on hit or block. On hit or block, it becomes special and jump cancelable.
Plat's second longest range normal, and her longest range low attack. CH is non-emergency techable in CSE. Usually used after ground strings to set up oki, or after a max range 5B. Has a funky hitbox around her head.
Plat's j.A. Decent air-to-air if you're right in their face, has 3 different animations. Reverse gattlings infinitely with j.B on hit or block, so j.A > j.B > j.A > j.B > j.A is possible after an airdash. Recovers quickly.
Plat turns around in the air, and attacks with her wings downwards. Hits a good distance below her, and due to how she turns, can beat out certain anti-air attempts (like many 5A's). See the hitbox data for a better picture. Pretty fast (only one frame slower than j.A), and recovers quickly, so it's pretty safe to throw out. Also very good for rising overheads and fuzzy guards.
A flurry of kicks downwards, very ~anime~. Not Teddie's j.A. Hits high 3 times, though hitstun is pathetically low. Use after a timed j.B in blockstrings or on hit to follow up with a 5A and continue pressure/comboing. Can be used to set up fuzzy guards with good timing with a jump cancel j.B.
5D/j.D (No Item)
5D (Piko Hammer)
Plat smacks downwards with a hammer. -4 on block, but is one of the few non-crush triggers that guardcrushes. Since they have to barrier, you're usually pushed out far enough to get pressured after a successful block.
j.D (Piko Hammer)
|Level 1||600||R||all||12||till L||-||-||H||-||Click!|
|Level 1 (2)||600||R||all||-||6||17||+3||H||-||Click!|
|Level 2||700||R||all||-||till L||-||-||H||-||Click!|
|Level 2 (2)||700||R||all||-||6||17||+6||H||-||Click!|
|Level 3||800||R||all||-||till L||-||-||H||-||Click!|
|Level 3 (2)||800||R||all||-||6||17||+8||H||-||Click!|
Not actually nerfed from CSE, but due to the combo timer change (and due to the long nature of Plat's combos), you lose a lot of comboability with this move. Can usually only get one rep maximum, but is still useful in midscreen combos. One less maximum use from CSE as well, likely due to the ability to guardcrush.
5D (Piko Hammer Special)
Also guardcrushes, and is /+5/ on block. Is emergency techable on normal hit, but does 2400 damage raw, so it's nothing to scoff at. On grounded CH, can pick up with 2A for good damage. Slidehead unblockable quake on whiff, good for specific unblockable setups.
j.D (Piko Hammer Special)
|Hit||900, 950||R||all||13||till L, 1||25||+4||H||-||Click!|
Great damage, free followup on normal hit, and huge hitbox. Also generates unblockable quake on whiff. Nice for left/right mixup as well.
5D (Magical Bat)
Bat is the main reversal tool you'll find yourself using. It's invuln up to the first frame of the attack, and compared to other DPs, isn't terrible on block. Bat's poor vertical hitbox will allow most characters to jump cancel a normal to make it whiff, or even dodge it with a low profiling normal. CH sends them high up, and is untechable until landing, which usually allows for a free followup.
If you decide you don't need the Bat for escaping pressure (or just want the extra damage), you can choose to use it in combos. Still a nice combo tool in CP, though you'll usually just be using it to end longer combos and allow oki.
j.D (Magical Bat)
See above. j.D is also used in combos, and you may choose to use this as a safer, faker reversal (jump startup means it's a 4F reversal, but lack of landing recovery means it's generally safer on block). Wallbounces on counterhit anywhere, can follow up for a bit of damage.
5D (Magical Bat Special)
DP with N starter, comboable anywhere, and almost always safe on block. Also has 4 more invul frames than it's regular version, making it a much better reversal. Still suffers from a weaker hitbox than most other DP's, so be careful when throwing it out.
j.D (Magical Bat Special)
5D (Magical Cat Hammer)
j.D (Magical Cat Hammer)
Same incredibly strong poke but a bit slower. Hits overhead! In CP it drags Plat to the ground a lot faster, so unless the opponent immediately emergency techs, you can follow up with 2A/2B for a bluebeat combo.
5D (Magical Cat Hammer Special)
Mostly the same as Cat 5D, except the hitbox has been upgraded to massive proportions. It's slightly less negative on block. Can get a 4k damage combo near the corner! Can also follow up at max range with a well timed dash.
j.D (Magical Cat Hammer Special)
5D (Magical Frying Pan)
Frying pan loses a lot of damage from CS2, but still keeps it's great ability to add to Plat's midscreen damage and corner carry. 5D isn't a very good tool in neutral since it's pretty slow, it's punishable on block, and lacks range but if you manage to beat out other attacks with it, you'll have a very fair amount of time to follow up for decent damage. It's decent for punishing as the spinning effect will give you plenty of time to bait a Burst and hit-confirm. In corner combos, the 2C repeat proration nerf means you can't combo as well with pan anymore, but she still has fairly decent options to increase damage. Has four tokens on equip.
j.D (Magical Frying Pan)
Can be used in combos, as with 5D, but also is far more useful in pressure: Due to it's 16 - frame startup, using it immediately from a jump grants you a 19 - frame overhead which, in addition to it's speed, is also positive if blocked (although, if it's IB'ed, any move six frames or quicker will interrupt any attempt you make to continue pressuring afterwards. And keep watch on your distance: the increased pushback in CP and the move's small horizontal hitbox mean you can easily find yourself not reaching theopponent with it, allowing them a large opportunity to punish you). You can also jump cancel to it from a TK swallow J.B/A (although that carries the risk of being jabbed out of), or if you consider it worth spending the meter, RC it and use the move again for a double overhead mixup. A rather useful tool overall.
5D (Magical Frying Pan Special)
With the Miracle Jean upgrade, Frying Pan 5D becomes a pretty good poking and anti-air tool. Its vertical and horizontal range receive a decent upgrade, and because there is no hurt-box near the actual fan, you can use it to beat out a couple of attacks. Leads to powerful combos and good screen carriage. Has four tokens on equip.
j.D (Magical Frying Pan Special)
How do you make a fine thing better? The special version of air pan has largely the same uses as it's regular variant, but with some large improvements, making it an excellent pressure tool: It's even quicker firstly, clocking in at 17 frames including the jump startup if done immediately after becoming airborne. Secondly, it's also much more positive on block (+6!), preventing you from being interrupted in continuing pressure even on IB unless your opponent attempts something more risky, like a DP or reversal super. Third, it's range is slightly expanded, making missing from pushback less likely. And finally, it has a larger base damage, allowing you to gain slightly more from combos starting with it. An excellent move, although whether it's worth spending the meter required on is debatable.
5D, j.D (Magical Missile)
|Ground||400, 600||R||all||19||till L||40T||+2||HBFP*(2), (1)||-||Click!|
|Air||400, 600||R||all||19||till L||40T||-||HBFP*(2), (1)||-||Click!|
The missiles are a great way to get in on your opponent. They start out slow but pick up the pace a few frames in; think of it as a much better version of Jin's 236C. You'll most commonly be using all three missiles at once through the use of Mystique Momo but if you feel like conserving them for later uses, then try the following: after 3C, you can cancel said move into Mystique Momo, that which works as pretty good oki both mid-screen and in the corner. It's sugested to be used with caution when fighting an Azrael, at least when they're on the ground: They can easily simply Growler the missile and be entirely unaffected, gaining an efficient projectile of their own in the process. However, even if he's invincible during it, Az will still be within the recovery frames after use, which can give you time to go in and attempt to attack.
The air version is fundamentally the same as the ground version. A great way to use this tool is after scoring a knockdown with 236B mid-screen. What you'll do is use j.D the moment you recover from 236B and chase after it. j.D covers the air while Platinum rushes in from the ground. If they try to jump, then they'll most likely be forced to block the missile. If they stay on the ground, they'll have to deal with Platinum's approach. It can also be used in combos: An anti - air 6A, while you possess missiles, can lead to combos that give three quarters corner carry and decent damage.
Also eats pretty much any and every non-distortion projectile.
Eats but is also eaten by: Tager's Spark Bolt, Makoto's Comet Cannon, Platinum's Magical Missile.
Eats, burps up, and continues through: Nu's Drive blades, Rachel's Tiny Lobelia (doesn't eat it outright; just knocks it off course), Jin's non-D Ice Blades (Jin's D Ice Blade is a special case--it seems to be eaten completely only if it hits the missile as the missile is winding up. Having the two cross paths midscreen will allow both to keep going), Tao's Kitty Litter Specials (A version doesn't get eaten but gets sent straight up, B version is actually thrown above the missiles hitbox so you'll have to TK missile if you want to eat it, and C version just gets eaten), Hazama's Ouroboros, Tsubaki's D version Aequum Eleison (the orb), Bang's Nails (A, B, C, and D versions behave identically), Arakune's 6D, Carl's/Nirvana's Volante, Mu's lasers (all levels).
Ignores and is also ignored by: Ragna's Dead Spike, Jin's D Ice Blade (to a degree; see above), Noel's Optic Barrel, Tsubaki's Benedictus Rex (A, B, C, and D versions behave identically), Platinum's Magical Bomb.
5D, j.D (Magical Missile Special)
|Ground||600, 1000||R||all||19||till L||40T||+2||HBFP*(2), (1)||-||Click!|
|Air||600, 1000||R||all||19||till L||40T||-||HBFP*(2), (1)||-||Click!|
The missiles receive a massive speed and size boost. They travel much faster than the regular missiles and deal a decent amount of damage and will knock the opponent down on hit. This one can be used in mid-screen combos for added damage and screen carriage. You can't use it to get in as well as the regular missiles but you can uses this one to nullify other projectiles as well as to cover space and zone.
Air version's main difference is that you'll be able to pick up a combo from a successful j.D. That and these missiles lead to powerful air combos that can carry the opponent from one side of the screen to the other.
5D, 4D, 6D, j.D (Magical Bomb)
|Ground||280, 800||R||all||19||till L(7)15||40T||-||HBFP*||-||Click!|
|Air||280, 800||R||all||19||till L(7)15||40T||-||HBFP*||-||Click!|
The bombs can be used as decent anti-air and oki tools due to their parabolic trajectory. You can control the bomb's landing trajectory by using the inputs mentioned above (4D, 5D, and 6D). 4D has the bomb land right in front of Plat. 5D has the bomb land a considerable distance ahead from Plat. 6D has the bomb land all the way across the screen away from Plat. They can also be used as decent oki if you score a 3C knockdown mid-screen and cancel said move into Mystique Momo; all three bombs will be released at once and will cover a good portion of the screen. Unlike the missiles, their trajectory is less predictable, so you don't have to be quite as careful using them against Az in neutral (although them being Growlered is still very much a present risk): Using them for oki, however, is still almost an invitation for him to absorb them.
5D, 4D, 6D, j.D (Magical Bomb Special)
|Ground||420, 1200||R||all||19||till L(7)15||40T||-||HBFP*||-||Click!|
|Air||420, 1200||R||all||19||till L(7)15||40T||-||HBFP*||-||Click!|
The bombs receive a size and damage boost but other than that, they work in the exact same way as the regular bombs. However, you'll receive 6 bomb tokens as opposed to the regular 3 when you use Miracle Jean to upgrade them.
5D, j.D (Magical Dreamy Box)
A trap (no, not THAT trap) move that lays a box slightly in front of Plat, and releases a vertically - travelling projectile if an opponent finds themselves above it. The ground version can be useful: It has a somewhat large amount of startup, but at fullscreen range usually not enough to give your opponent a free punish/entry, and once set, it can be useful for controlling some amount of space, or, if the timer is almost finished, standing behind it and attempting to keep them from you with pokes while you have a HP lead. They also do not disappear if Platinum blocks something (although shall if she's hit, they shall), meaning pressuring opponents can be made to stop or be interrupted if they happen to be nearby, and they can, if, again, in the correct location, be used to extend combos if an opponent is hit by them during one. The air version is similar to the grounded one, but is generally unadvised due to the addition of some recovery, which consists of Plat falling to the ground, unable to block, which, considering it's large startup, usually gives the opponent enough time to punish. Has two tokens on equip.
5D, j.D (Magical Dreamy Box Special)
|Ground||800*2||-||HL, all||5||25, till offscreen||41T||-||HBFP*||-||Click!|
|Air||800*2||-||HL, all||5||25, till offscreen||47T||-||HBFP*||-||Click!|
A much more effective version of the presents: They firstly cover a somewhat wider area, allowing Plat slightly more space control. They also consist of two hits, allowing you to confirm an opponent being caught by them and proceed to combo unless you're fullscreen, do not, unlike their regular counterpart, disappear if you are hit, inflict more damage, and the equip gives you four tokens rather than two, allowing you to use them more before being deprived of an item (although you're still limited to placing two on the field at any given time - an attempt to place a third one will result in the earliest deployed chest disappearing).
|0*2, 1500||--*2, SR||T (70)||7||3||19||-||T||-||Click!|
Plat's throw, encases them in a magical field and hits them with a large bell. Unlike in CS2, it's now special cancelable into Mami midscreen for an extra hit. Forward throw makes them fly incredibly fast across the screen, back throw makes them bounce up before landing. You can also super cancel the forward throw into CDT, but damage wise, Mami > RC > stuff would be better. The back throw has an interesting property, it allows 22C to be used immediately, unlike the forward throw. This allows combos like 4BC into corner > 22C > 5C > 236B > stuff. Due to this property, 4BC > Miracle Jeanne > stuff can be interesting.
|0*2, 1500||--*2, R||T (100)||7||3||18+3L||-||T||-||Click!|
Similar to ground throw, the bell comes from above and knocks down, wallbouncing. Depending on the height, it can combo directly into 22C (at low heights, you'll need special cancel the grab with j.236C and j.C before 22C).
Turns her staff into a popgun and shoots a big glove out. Extremely deceptive hitbox, hits much further than it looks. Very useful in corner carry combos (can be combo'd any time after close 2C), or after 5D Pan/Fan. j.D bat, or a very high hitting Mami also combo in the corner.
This move is mainly used as an air combo finisher. By pushing A, B, or C after 236A, you'll be able to use its actual, damaging follow-ups. The interesting thing about this move is that it has projectile invulnerability starting on frame 8 and all the way until you land if you don't cancel it into any of the follow-ups and that it can be used to pass through the opponent in a similar way as Noel's Counter Assault. The former can be useful for dodging certain, slow projectiles such as Lambda's 214D or Jin's j.236D. The fact that the projectile I-frames don't kick in until frame 8 and the amount of recovery attached to this move means that the situations in which you can use this trait successfully are pretty limited.
Each attack is Fatal Counter. In the air, after Air Persia, you can push A/B/C 3 times for 3 attacks. The third attack will knock the opponent down in front/directly below/behind of Platinum.
The scrub go-to tool, the "Heart Car". Platinum rides a heart shaped board at an arc which puts her in the air starting on frame 5. This special attack is useful for dodging and punishing certain attacks and projectiles such as Lambda's 5D or 236D but these instances are rare and usually require that you read your opponent. It leads to 4.4K+ combos in the corner or near the corner with meter. You don't want to throw this move out randomly as it is highly punishable on block. Mostly used as combo filler but it has repeat proration so use it accordingly.
Platinum's bubbles are one of her most-used specials, and for good reason; they're amazing. When used after a Mami Circular in the corner, your opponent cannot roll or quick getup, forcing them to neutral tech and allowing you to pressure them freely. If they do try to roll towards a bubble, they'll get caught in it and you'll be free to combo them for a meterless 5000 damage. Chances are they won't be trying that again.
Bubbles can also be used as a way to make your opponent wary to approach; throwing out a B or C bubble from fullscreen will likely make them think twice before running at you, and will give you more time to switch items to whatever you want or to approach the opponent yourself. However, the bubble can be popped by almost any attack so exercise caution when using it as cover.
Platinum summons a balloon to suspend herself in midair for a short period of time. Use this move to bait anti-airs as you're coming down from the air, tiger-knee it to do mixups, or just do it to look cute.
You can cancel the move into barrier, burst, airthrow, or any air normal on frame 14 onwards. In CSE, this move has a bit more recovery. You'll most commonly be doing a tiger-knee motion with this move and immediately cancel it into j.B for a pretty quick overhead. This, however, is very prone to mashing so you have to condition the opponent with frame traps.
This move is mainly used as combo filler. However, you must knock the opponent down before you're allowed to use this move with one of the following: 3C, Air Throw, 236B, j.D (Hammer and Pan), 5D/j.D CH (Kitty Hammer), and Quake (Super Hammer Shockwave).
|Melee Item||550||R||all||19||till offscreen||40T||+12||HBFP*||-||Click!|
|Magical Missile||400, 600||R||all||19, 23, 27||till corner||42T||+8||HBFP*(2), (1)||-||Click!|
|Magical Missile Special||600, 1000||R||all||19, 55, 91||till corner||114T||+3||HBFP*(2), (1)||-||Click!|
|Magical Bomb||280, 800||R||all||19, 22, 25||till L(7)15||40T||-||HBFP*||-||Click!|
|Magical Bomb Special||420, 1200||R||all||19, 22, 25||till L(7)15||40T||-||HBFP*||-||Click!|
|Magical Dreamy Box||1000||-||HL||3||20||41T||-||HBFP*||-||Click!|
|Magical Dreamy Box Special||800*2||-||HL, all||5||25, till offscreen||41T||-||HBFP*||-||Click!|
Platinum gets rid of one of her "melee items" (Hammer, Kitty, Pan, and Bat) by launching her unwanted item upward at a 45 degree angle. It can be used as a decent anti-air tool and leads to ridiculous damage on Counter Hit near the corner.
With the missiles equipped, Platinum launches all three missiles at once in an ascending pattern. Great for getting in and even better when used as oki mid-screen and in the corner. If you use it as oki mid-screen after 3C, you can use 236A to cross-the opponent up while they're blocking the first missile and they must block the remaining missiles in the opposite direction lest they want to get hurt. In that same light, if you have the Hammer listed as "NEXT" and you have 50 Heat, you'll want to use Miracle Jean the moment you recover form Mystique Momo and use the Quake for an unblockable setup.
With the super missiles equipped, Platinum rapidly launches her missiles one-by-one. Mainly used to punish stuff from across the screen.
With the bombs or super bombs equipped, Platinum launches all three bombs at once. The primary use for tossing all three bombs at once is for oki mid-screen. You'll want to cancel 3C into this and it will punish late rolls and grant you a huge amount of frame advantage.
|0, 1500||--, R||c.T (100)||24~45||3||25||-||T||-||Click!|
Arguably one of the worst command throws in the game due to its long start-up. However, it does have its uses when properly setup; if there's a random bubble floating behind your opponent, then you can throw them into it by using this move. It restores all of your currently equipped items and will equip the item listed as "NEXT" if you've yet to equip any items. It can now be Rapid Cancelled on hit, as well.
Platinum taunts her opponent to attack her, and if attacked, launches a doll at the opponent that knocks down on hit. This move is a mixed bag; it blocks all normals and specials, which seems great on paper. However, the doll can be easily dodged by many characters with jump cancels on normals, and due to the long recovery after launching the doll, punishes are easy. Along with this, throws will beat the counter no matter what, so if you throw out the counter randomly, it can be easily punished by that as well. However, this move shines against characters who cannot easily bait it. Overall, it's a situational move that can shine against some characters, and flounders against others. Just don't get into the habit of using it as your only escape.
Cure Dot Typhoon
632146C, air OK
|Ground||800*2, 260*11||R||all||5+7||4(12)4(9)101||45||-31||B||1-12 All||Click!|
|Air||400*2, 260*11||R||all||4+1||4(12)4(9)101||45L||-||B||1-4 All||Click!|
|Ground (OD)||800*2, 260*11, 200*7||R||all||5+7||4(12)4(9)101||45||-31||B*13, HBFP*(2)*7||1-12 All||Click!|
|Air (OD)||400*2, 260*11, 200*7||R||all||4+1||4(12)4(9)101||45L||-||B*13, HBFP*(2)*7||1-4 All||Click!|
Platinum's reversal super as it has full body invulnerability frames on start-up, mostly used as a combo finisher. If you successfully land this move, it restores all of your currently equipped item's tokens and equips the item listed as "NEXT" if you've yet to equip any items.
"Loli Install", this super automatically gets rid of your currently equipped item and/or equips an upgraded version of the item listed as "NEXT". Don't even think of using this "install" super in the same way as you would with Ragna's Blood Kain or Bang's Furinkazan to avoid attacks. While it does have a bit of invulnerability during the superflash, this move has a bit of start-up prior to the superflash and not only that but if the opponent's move was already on its active frames during the super flash, you'll eat a Counter Hit. You can use this super during certain combos for high amounts of damage.
Shining Layered Force
Platinum ultimate attack, on hit an small cutscene window is shown. Platinum powers up and fires a beam of charged magical energy and Vaporizes her opponent. Like most Astrals: Can be confirmed off a throw. (Options unique to Platinum uses of Magical Pan/Fan (5D), or Bubble(214 A B C)
Platinums offensive game without weapons is obviously subpar and opening people up and controlling space will obviously be considerably more difficult. That is not to say that she’s hopeless without items however.
Your 5A, 5B, 2B, 5C, 6B are all tools to use as far as normals go. 5A and 5C are all just cancellable, which means you have access to TK Swallow Moon if you get respect from your opponents.
5B is long and chains into 3C for little confirms at close to max range.
2B is a mid-ranged low that can low profile some moves.
6B is your overhead, done from a certain range gives good frame advantage and the ability to combo.
As far as items go, every single one of your items sans Bat can be used as an offensive tool. Pan is an instant overhead with J.D, Hammer guard crushes, Cat Hammer is a very long and fast overhead, Missiles and Bombs give you chances to go in and presents can be used to control space and movement options.
Platinum shrivels when it comes down to defensive options. Her options are as follows
That is all.
Happy Magika is a counter that activates against everything but grabs. It has a huge amount of active frames. Problem is that I feel it’s only good when you know your opponent is trying to frametrap you. I don’t reccomend doing this move on wake-up or every whiffing this move in general because you can honestly be killed for it depending on your opponents resources.
Counter Assault is Counter Assault. Gets you outta blockstun for 50 meter and puts things back into neutral if it isn’t baited.
Bat is your limited DP, wallsticks on corner hit and floats on CH midscreen. Unsafe on block at -11. This is your best option, but you have a 1/7 chance to ever get it and you only have 3 at a time. Though, it’s frame 1-11 invuln, so it’s godlike as a reversal.
Your neutral will often consist of trying to control whatever space your opponent wants to occupy and trying to score a clean hit to move them to the corner. The tools you want to use will normally change between match-ups.
For example: If you’re fighting Nu, Bubbles may not get as much use as they’d get against anyone with less range behind their attacks.
Against Ragna for example, Bubbles are pretty nice for limiting movement options. Your neutral tools: 2B 5B 3C
This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.
*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
- move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
- Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
- Damage: ----, Heat Gain: --
- + move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
- Notes: Write notes for the combo if necessary.
Copy and paste the code from Point 1 to Point 2 as many times as you need to.